KING PURSON
KING PURSON — The Encounter
Scholar-king of buried truths, herald of the blood-horn · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is KING PURSON
Of the seventy-two spirits, Purson stands a Great King who knows all hidden things — where treasure lies drowned, what secret stains a soul, and which truths the world has buried in shame. He answers true to every question of things past, present, and to come, and so men of letters covet his summons above gold. He comes crowned and unhurried, heralded by a sounding of horns and a low procession of music, mounted upon a beast that walks where he wills. Two and twenty legions march beneath his sign. Beware the calm of him: he reveals concealed witches, lays bare the lie in a kingdom, and where revelation cannot be borne, he speaks it anyway, in flame. The wise approach him as a scholar approaches a furnace — with reverence, and never closer than the answer requires.
Run KING PURSON in Sixty Seconds
- He is a solo boss — run him with legendary actions live. He plays up a tier or two because he refuses to be pinned: spend Wheeling Charge to leave a grapple every round.
- Open with the horn — Blood Horn cone first round to deafen casters (no verbal spells) and rip away every invisibility and Hide on the field.
- Kill-priority is concealment — his truesight 120 ft. plus Searing Word/Reveal Weakness mean rogues and invisible mages get no escape; he hunts the hidden.
- When bloodied, control the room — wall of fire to split the party, retreat behind the bear, and finish the isolated half with flame strike.
- Three ways to run him — pure duel (drop the bear, +2 AC scene); cavalry boss (mount mobility + Trample knockdowns); or warlord of his 22 legions (add SRD lesser devils as adds).
KING PURSON
Medium fiend (devil), lawful evil
CR 11 · 7,200 XP · GUIDELINERevealer of Hidden Things. Signature. Purson's truesight sees through every illusion, disguise, and concealment. Invisible and hidden creatures within 120 ft. gain no benefit against him, and whenever a creature he can see attacks or casts a spell, he learns its remaining hit-point total. He has advantage on saving throws against being blinded, deafened, or surprised.
Magic Resistance. Purson has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Purson's spellcasting ability is Charisma (save DC 16, +8 to hit). He can innately cast the following spells, requiring no material components: at will — detect thoughts, fireball; 3/day each — counterspell, scrying; 1/day each — flame strike, wall of fire.
Actions
Multiattack. Purson makes two attacks with his hellfire blade, or casts one spell and makes one blade attack.
Hellfire Blade. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage plus 9 (2d8) fire damage.
Blood Horn (Recharge 5-6). Purson sounds the great horn in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 38 (7d10) thunder damage and being deafened for 1 minute on a failed save, or half damage and no deafening on a success. Concealed truths surface: until the end of Purson's next turn, all invisible or hidden creatures struck by the horn glow with spectral runes and cannot benefit from being unseen.
Bonus Actions & Reactions
Reveal Weakness (Reaction). When a creature Purson can see hits him with an attack, he speaks one of its buried secrets aloud. That creature has disadvantage on the next attack roll or saving throw it makes before the end of its next turn.
Legendary Actions (3/Round)
Cantrip Cast. Purson casts detect thoughts or uses Reveal Weakness against an adjacent foe.
Wheeling Charge (Costs 2 Actions). Purson and his mount move up to the mount's speed without provoking opportunity attacks, then he makes one Hellfire Blade attack.
Searing Word (Costs 2 Actions). Purson hurls a mote of hidden flame at one creature within 60 ft. That creature takes 14 (4d6) fire damage and is illuminated until the end of Purson's next turn, gaining no benefit from invisibility or magical concealment.
A grey-bearded king in flame-touched infernal plate rides a skull-armored dire bear, raising a great curled horn to his lips while a sheathed blade rests at his hip.
KING PURSON, Bound
Companion · acts on your initiative
Bound · GUIDELINETrample (signature). If the bear moves at least 20 ft. straight toward a creature and then hits it with a claw on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone.
Actions
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage. The bear can make two such attacks.
Reactions
Bear the King. When a creature Purson can see attacks him while he is mounted, the bear interposes its bulk; Purson's AC rises by 2 against that attack.
A war-bear sheathed in skull-faced steel, eyes lit cold blue, it carries its king into the truth-telling without flinching.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open from range with the Blood Horn cone so the whole party feels his menace, then close on the mount and cleave the softest caster. If the table is low-level, drop legendary actions entirely and run him as a single terrifying scene-setter. Reveal Weakness punishes the first hero to land a hit.
Lead with fireball on a cluster, then Wheeling Charge into the back line. Kill-priority is whoever turned invisible or hid — his truesight ignores it and Searing Word lights them up for the party to finish. When bloodied, fall back to spells and let the bear screen him.
Open with the Blood Horn to deafen casters, then alternate flame strike / blade and spend legendary actions on Wheeling Charge to stay mobile and ungrappled. Kill-priority: the party's controller — counterspell their first big slot. When bloodied, raise wall of fire to split the party and pick off the isolated half. He is a true solo boss; if you want a swarm, add lesser devils as his 22 legions.
Put KING PURSON on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is King Purson?
Natively CR 11 (Tier 3, levels 11-15) and built as a solo boss, so his legendary actions and mount let him pressure a full party of four to five PCs alone. Scale him down to CR 6 or CR 2 with the Tier 2 / Tier 1 lines for lower tables; the traits and tactics never change, only the numbers.
Can King Purson be a companion or ally?
Yes. As a Great King who answers truly about hidden things, treasures, and secrets, he makes a superb (and dangerous) summoned patron or quest-giver. Bound by sigil he will reveal a concealed traitor, scry a distant foe, or fight beside the party once — but he is lawful evil and always extracts a price in knowledge or service.
Does the war-bear act on its own turn?
Use the companion block. As a controlled mount the bear acts on Purson's initiative and can Dash, Disengage, or Maul; its Bear the King reaction and Trample knockdown make the mounted pair brutal. If Purson is unhorsed, run the bear as an independent beast on its own initiative.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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